L L4D2node

CParticleSystemMgr::DetachKillList

0x00bcdee0 · 79 bytes · __thiscall

_ZN18CParticleSystemMgr14DetachKillListEP19CParticleCollection

Decompiled

undefined (2 params)

/* CParticleSystemMgr::DetachKillList(CParticleCollection*) */

void __thiscall
CParticleSystemMgr::DetachKillList(CParticleSystemMgr *this,CParticleCollection *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(param_1 + 0x374);
  if (iVar1 != 0) {
    if (iVar1 == g_pKillBuffers) {
      iVar2 = 0;
LAB_00bcdf18:
      *(undefined4 *)(param_1 + 0x374) = 0;
      (&g_nKillBufferInUse)[iVar2] = 0;
      return;
    }
    iVar2 = 1;
    do {
      if (iVar1 == (&g_pKillBuffers)[iVar2]) goto LAB_00bcdf18;
      iVar2 = iVar2 + 1;
    } while (iVar2 != 0x10);
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)